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General Suggestion - Make doors more responsive [Completed]


Veesus

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TL;DR, make doors more responsive by removing the delay after a door finishes opening/closing

 

Background:

Anyone who has played on SCP RP for any length of time is familiar with the classic level 0 sliding door permeating the site. Those who have played a little longer would be familiar with how god damn slow they operate. These doors will sit idle for around 2 seconds after finishing their closing or opening animation, eating precious seconds of finite human life every time. This makes doors clunky and not that fun to interact with, which is a problem, as a good portion of SCP RP gameplay is opening and closing doors. This unfortunate quality of doors is not one with much intent behind it, but a simple consequence of the reset time on the button, which is set with no regard for the actual time the door takes to open and close (reset time is typically a flat 3 seconds, while doors only take 1.5 to cycle their animation)

Suggestion:

My suggestion to remedy the problem laid above is simple: Make doors more responsive. This would be achieved by setting the base reset time on buttons to be equal to their associated doors animation time. Any additional delay would be added as a flat time on top of this, although an additional delay is not necessary. This could be achieved through code without the need for any changes to the map.

Consequences and Concerns:

As previously mentioned, a large portion of SCP RP gameplay is opening and closing doors, therefore, any change to their opening and closing mechanics will have a large effect on SCP RP gameplay as a whole.

Making doors more responsive would be an overall positive effect on gameplay, however there are some potential drawbacks that need to be addressed.

The delay on door opening and closing has a tactical purpose in the current server meta. Closing doors on pursuers is an essential strategy for escaping situations for almost every job on the server. The delay provides the escapee an additional second or two before their pursuer can continue, which can make the difference between life and death. Removing the delay would remove this additional time, effectively buffing jobs with a mostly pursuer playstyle (security, SCP's) and nerfing escapee classes (D-Class). This change would also do the opposite. Escapee classes would be able to close doors on their pursuers faster, since the close delay would be removed, gaining the time they lost. Overall  these two effects would balance out, changing the meta without majorly changing the balance.

Leveled doors pose another issue. Being able to close a leveled door faster on a class that can't open it (like an SCP) would give a drastic disadvantage to whoever the door is being closed on, since they'd have to break it down or hack it, while with the delay they would have additional time to squeeze through the door before it can be closed.

This new balance might not be satisfying for a lot of players, and there are compromises that could be made:

  • Restricting the lower delay to code blue
    • This would allow for faster movement through the site during code blues while keeping the normal pursuit mechanics during other codes
  • Limit the lower delay to non leveled doors
    • This would make sure that SCP's and hacking classes don't get given as big of a disadvantage in door based pursuits, while still providing a lot of the benefits of this proposed delay change

 

Conclusion:

Doors in this server are a huge part of gameplay, and yet they are the most neglected. They're clunky and unresponsive, and something needs to be done about it. if you have any questions, comments, concerns, or additional ideas, please leave them down below.

Edited by Veesus
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+ support

whilst its a good idea and it seems to fix a problem that most players have on the server I believe the cooldown is in place for the server to update and I believe that without the delay the doors might be more glitchy if the delay was removed

but then again I’m not sure if the whole delay thing is in place for preventing the doors from glitching out so if someone can lmk what they’re actually for then I will turn this into a +support

Edited by krberry
Changing to +support to test it out
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6 minutes ago, krberry said:

+/- support

whilst its a good idea and it seems to fix a problem that most players have on the server I believe the cooldown is in place for the server to update and I believe that without the delay the doors might be more glitchy if the delay was removed

but then again I’m not sure if the whole delay thing is in place for preventing the doors from glitching out so if someone can lmk what they’re actually for then I will turn this into a +support

The doors would not be any more glitchy with a lower delay. They're base source engine entities and are one of the most stable entities on the server. I've implemented this change in LUA and it works fine in multiplayer. The delay that's currently on them is basically an arbitrary number chosen by the map developer, and isn't linked to the opening and closing time in really any way.

Edited by Veesus
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1 hour ago, Veesus said:

The doors would not be any more glitchy with a lower delay. They're base source engine entities and are one of the most stable entities on the server. I've implemented this change in LUA and it works fine in multiplayer. The delay that's currently on them is basically an arbitrary number chosen by the map developer, and isn't linked to the opening and closing time in really any way.

Alright if you’ve tested it without any lag or glitchness then we can test it out for a few days on differing player counts to see if it will lag out the game or not

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2 hours ago, Veesus said:

This could be achieved through code without the need for any changes to the map.

I won't say you're wrong, as you likely have better experience with coding in Gmod, though I doubt its effectiveness over editing it in the map.

But as been said, if you've tested it and found it to work reliably, then I wouldn't see an issue with testing on the server.
+Support

Current: None

Former: Security Sergeant Major (and SFC), Director of Logistics, Alpha-1 Private First Class, CI Mil Private First Class (and E4 C6), Nu7 Lance Corporal, CI RnD Supervisory Agent (and EOI F3) 

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+support doors are most annoying part of the server to the point where most people just leave them open because they are too annoying and too much hassle to even bother closing them.  this change would be huge in terms of QOL

Nu-7 COL / SFTO / FE / TRT / BHM / RG / Head SCP-7101 / C0 FM HTF / SF Overseer / Iota-10 ("Damn Feds") / AFK / Solid Snake / SCP-RP Senior Moderator

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1 hour ago, 1stSavagerY said:

+support doors are most annoying part of the server to the point where most people just leave them open because they are too annoying and too much hassle to even bother closing them.  this change would be huge in terms of QOL

"The Doors are currently moving" <- Some dumb door that ISN'T moving.

+ Support

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4 hours ago, Right Twix Bar said:

I won't say you're wrong, as you likely have better experience with coding in Gmod, though I doubt its effectiveness over editing it in the map.

But as been said, if you've tested it and found it to work reliably, then I wouldn't see an issue with testing on the server.
+Support

 

Former SCPRP: CI R&D Chief Director of Operations || Research Administrator || RFA Operations Advisory || RRH Analyst Xray 77 || CI General || Senior Event Team || CI Lieutenant Commander || Exemplary Investigator Award Recipient || STF D4 Poseidon PL7 || A1 SPC "Quantum"

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6 hours ago, 1stSavagerY said:

+support doors are most annoying part of the server to the point where most people just leave them open because they are too annoying and too much hassle to even bother closing them.  this change would be huge in terms of QOL

Preach

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